User prompt
arregla el trazado de la linea
User prompt
Please fix the bug: 'Timeout.tick error: pathGraphics.lineStyle is not a function' in or related to this line: 'pathGraphics.lineStyle(2, 0xFF0000, 1); // Red color for the path' Line Number: 177
User prompt
Please fix the bug: 'Timeout.tick error: Graphics is not a constructor' in or related to this line: 'var pathGraphics = new Graphics();' Line Number: 172
User prompt
crea una logica para agregar un visualizador del camino que recorrera flecha
Code edit (2 edits merged)
Please save this source code
User prompt
reduce el rango de aparición
User prompt
haz que al momento de la creación de los arrow se esperen un segundo en moverse
Code edit (4 edits merged)
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User prompt
dobla la cantidad de saw que aparecen
Code edit (1 edits merged)
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User prompt
haz que al cambiar la trayectoria su velocidad sea la doble
User prompt
haz que la nueva trayectoria sea la nueva posición de player
User prompt
haz que saw cambie su trayectoria por una nueva despues de parar
Code edit (1 edits merged)
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User prompt
haz que cuando saw enemy este a 600 pixeles de la posición de player paren por un segundo haz que solo funcione una vez con una variable boleana
User prompt
haz que cuando saw enemy este a 300 pixeles de la posición de player paren or un segundo (solo funciona una vez)
User prompt
haz que saw enemy cuando cierra este a 300 pixeles de la posición de player paren por 2 segundos y persigan la nueva posición de player
User prompt
haz que cuando cierra este a 300 pixeles de la posición de player paren por 2 segundos y persigan la nueva posición de player
Code edit (2 edits merged)
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haz que saw cuando este cerca de player pare
User prompt
haz que saw despues de unos segundos se frene
Code edit (1 edits merged)
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User prompt
elimina la mecanica de saw
Code edit (1 edits merged)
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User prompt
copia la logica de movimiento de arrow para saw pero manteniendo su mecanica de cambio
/****
* Plugins
****/
var facekit = LK.import("@upit/facekit.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Background = Container.expand(function () {
var self = Container.call(this);
var backgroundGraphics = self.attachAsset('Background', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = 2048 / 2; // Set the x position to the center of the screen
self.y = 2732 / 2; // Set the y position to the center of the screen
});
var Button = Container.expand(function (text, x, y, callback) {
var self = Container.call(this);
var buttonAsset = self.attachAsset('Buttom', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
buttonAsset.x = x;
buttonAsset.y = y;
var buttonText = new Text2(text, {
size: 100,
fill: 0xFFFFFF,
font: "'Press Start 2P', cursive"
});
buttonText.anchor.set(0.5, 0.5);
buttonText.x = x;
buttonText.y = y;
self.addChild(buttonText);
buttonAsset.down = callback;
});
var EnemyArrow = Container.expand(function () {
var self = Container.call(this);
var bEnemyArrowGraphics = self.attachAsset('EnemyArrow', {
anchorX: 0.5,
anchorY: 0.5
});
enemyLogic(self);
var pathVisualizer = new PathVisualizer(self.x, self.y, player.x, player.y);
game.addChild(pathVisualizer);
var angle = Math.atan2(player.y - self.y, player.x - self.x);
var speed = 17; // Fixed speed for straight trajectory
self.update = function () {
if (!gamestart) {
return;
}
self.x += Math.cos(angle) * speed;
self.y += Math.sin(angle) * speed;
self.rotation = angle;
};
});
var EnemySaw = Container.expand(function () {
var self = Container.call(this);
var bEnemySawGraphics = self.attachAsset('EnemySaw', {
anchorX: 0.5,
anchorY: 0.5
});
enemyLogic(self);
var angle = Math.atan2(player.y - self.y, player.x - self.x);
var newAngle = null; // Variable to store new angle after pause
var speed = 10; // Fixed speed for straight trajectory
self.update = function () {
if (!gamestart) {
return;
}
// Check distance to player
var distanceToPlayer = Math.sqrt(Math.pow(player.x - self.x, 2) + Math.pow(player.y - self.y, 2));
if (distanceToPlayer <= 450 && !self.hasPaused) {
self.hasPaused = true; // Set the boolean to true to ensure it only happens once
var originalSpeed = speed; // Store original speed
speed = 0;
LK.setTimeout(function () {
speed = originalSpeed * 1.5;
newAngle = Math.atan2(player.y - self.y, player.x - self.x); // Assign new angle towards player's position
}, 2000);
}
var currentAngle = newAngle !== null ? newAngle : angle; // Use new angle if available
self.x += Math.cos(currentAngle) * speed;
self.y += Math.sin(currentAngle) * speed;
self.rotation += 0.05;
};
});
var EnemyStar = Container.expand(function () {
var self = Container.call(this);
var bEnemyStarGraphics = self.attachAsset('EnemyStar', {
anchorX: 0.5,
anchorY: 0.5
});
enemyLogic(self);
var targetX = player.x;
var targetY = player.y;
self.update = function () {
if (!gamestart) {
return;
}
var dx = targetX - self.x;
var dy = targetY - self.y;
var angle = Math.atan2(dy, dx);
var speed = 8.5 + Math.random(); // Add a random speed variation
self.x += Math.cos(angle) * speed;
self.y += Math.sin(angle) * speed;
self.rotation += 0.03; // Add rotation logic similar to EnemySaw
if (Math.abs(self.x - targetX) < 5 && Math.abs(self.y - targetY) < 5) {
targetX = Math.random() * 2048; // Randomize new target position
targetY = Math.random() * 2732;
}
};
});
var Energy = Container.expand(function () {
var self = Container.call(this);
var energyGraphics = self.attachAsset('Energy', {
anchorX: 0.5,
anchorY: 0.5
});
self.value = 100; // Initial energy value
self.decrease = function (amount) {
self.value = Math.max(0, self.value - amount);
};
self.increase = function (amount) {
self.value = Math.min(100, self.value + amount);
};
});
var Life = Container.expand(function () {
var self = Container.call(this);
var lifeGraphics = self.attachAsset('Life', {
anchorX: 0.5,
anchorY: 0.5
});
self.value = 100; // Initial life value
self.decrease = function (amount) {
self.value = Math.max(0, self.value - amount);
if (self.value === 0) {
lifeQuantity = Math.max(0, lifeQuantity - 1);
updateLifeIcons();
if (lifeQuantity === 0) {
self.destroy();
LK.showGameOver();
}
}
};
self.increase = function (amount) {
self.value = Math.min(100, self.value + amount);
};
});
var PathVisualizer = Container.expand(function (startX, startY, endX, endY) {
var self = Container.call(this);
var pathGraphics = LK.getAsset('line', {
anchorX: 0.0,
anchorY: 0.5
});
pathGraphics.scaleX = Math.sqrt(Math.pow(endX - startX, 2) + Math.pow(endY - startY, 2)) / pathGraphics.width;
pathGraphics.scaleY = 0.02; // Set the scale to represent line thickness
pathGraphics.rotation = Math.atan2(endY - startY, endX - startX);
pathGraphics.x = startX;
pathGraphics.y = startY;
self.addChild(pathGraphics);
});
var Player = Container.expand(function () {
var self = Container.call(this);
var faceGraphics = self.attachAsset('faceObject', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
if (!gamestart) {
return;
}
var smoothing = 0.05;
var targetX = facekit.noseTip.x;
var targetY = facekit.noseTip.y;
var leftBound = (2048 - 1000) / 2;
var rightBound = leftBound + 1000;
var topBound = (2732 - 1000) / 2;
var bottomBound = topBound + 1000;
targetX = Math.max(leftBound, Math.min(rightBound, targetX));
targetY = Math.max(topBound, Math.min(bottomBound, targetY));
self.x += (targetX - self.x) * smoothing;
self.y += (targetY - self.y) * smoothing;
var allEnemies = enemyArrows.concat(enemySaw, enemyStars);
for (var i = 0; i < allEnemies.length; i++) {
if (self.intersects(allEnemies[i]) && !allEnemies[i].destroyed) {
lifeQuantity = Math.max(0, lifeQuantity - 1);
updateLifeIcons();
allEnemies[i].destroy();
if (enemyArrows.includes(allEnemies[i])) {
enemyArrows.splice(enemyArrows.indexOf(allEnemies[i]), 1);
} else if (enemySaw.includes(allEnemies[i])) {
enemySaw.splice(enemySaw.indexOf(allEnemies[i]), 1);
} else if (enemyStars.includes(allEnemies[i])) {
enemyStars.splice(enemyStars.indexOf(allEnemies[i]), 1);
}
if (lifeQuantity === 0) {
self.destroy();
gamestart = false;
LK.showGameOver();
}
break;
}
}
};
});
var RangedLimiter = Container.expand(function () {
var self = Container.call(this);
var limiterGraphics = self.attachAsset('RangedLimiter', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
});
});
var TextElement = Container.expand(function (text, size, color, font, x, y) {
var self = Container.call(this);
var textElement = new Text2(text, {
size: size,
fill: color,
font: font
});
textElement.anchor.set(0.5, 0.5);
textElement.x = x;
textElement.y = y;
self.addChild(textElement);
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
function showSelectLevelPage() {
// Create a new container for the select level page
var selectLevelContainer = new Container();
// Add a background to the select level page
var selectLevelBackground = LK.getAsset('BackgroundMenu', {
anchorX: 0.5,
anchorY: 0.5
});
selectLevelBackground.x = 2048 / 2;
selectLevelBackground.y = 2732 / 2;
selectLevelContainer.addChild(selectLevelBackground);
// Add a title to the select level page
var selectLevelTitle = new TextElement('Select Level', 150, 0xFFFFFF, "'Press Start 2P', cursive", 2048 / 2, 500);
selectLevelContainer.addChild(selectLevelTitle);
// Add a back button to return to the main menu
var backButton = new Button('Back', 2048 / 2, 2300, function (x, y, obj) {
selectLevelContainer.visible = false; // Hide the select level page
menuContainer.visible = true; // Show the main menu
});
selectLevelContainer.addChild(backButton);
// Add level selectors
var levelNames = ['endless', 'arrow', 'saw', 'star']; // Removed 'ninja' level and kept 'star'
var levelSelectors = []; // Array to store level selectors
for (var i = 0; i < levelNames.length; i++) {
var levelSelector = LK.getAsset('level', {
anchorX: 0.5,
anchorY: 0.5
});
levelSelector.x = 2048 / 2 - 600 + i * 600; // Position each level selector in a row
levelSelector.y = 1500; // Align vertically
levelSelector.levelType = levelNames[i];
levelSelector.down = function (index) {
// Create a closure to capture the current index
return function (x, y, obj) {
gamestart = true; // Start the game
selectLevelContainer.visible = false; // Hide the select level page
levelID = index; // Update levelID based on the order of the level selector
console.log("Starting level:", obj.levelType); // Log the selected level type
// Additional logic to initialize the selected level can be added here
};
}(i); // Pass the current index to the closure
selectLevelContainer.addChild(levelSelector);
// Add level text below each level selector
var levelText = new Text2(levelNames[i], {
size: 80,
fill: 0xFFFFFF,
font: "'Press Start 2P', cursive"
});
levelText.anchor.set(0.5, 0.5);
levelText.x = levelSelector.x;
levelText.y = levelSelector.y + 300; // Position text below the selector
selectLevelContainer.addChild(levelText);
levelSelector.levelText = levelText; // Store levelText in levelSelector
levelSelectors.push(levelSelector); // Add to array
}
// Add scrolling functionality
selectLevelContainer.down = function (x, y, obj) {
var startX = x;
var initialPositions = levelSelectors.map(function (selector) {
return selector.x;
});
selectLevelContainer.move = function (moveX, moveY, moveObj) {
var deltaX = moveX - startX;
for (var i = 0; i < levelSelectors.length; i++) {
levelSelectors[i].x = initialPositions[i] + deltaX;
levelSelectors[i].levelText.x = levelSelectors[i].x; // Move the text along with the selector
}
};
selectLevelContainer.up = function (upX, upY, upObj) {
selectLevelContainer.move = null;
selectLevelContainer.up = null;
};
};
game.addChild(selectLevelContainer);
}
var levelID = 0;
var lifeQuantity = 3;
var energyQuantity = 100;
var gamestart = false;
function enemyLogic(entity) {
var spawnPositions = [{
x: Math.random() * 2000,
y: 0
}, {
x: Math.random() * 2000,
y: 3000
}, {
x: 0,
y: Math.random() * 2000
}, {
x: 3000,
y: Math.random() * 2000
}];
var position = spawnPositions[Math.floor(Math.random() * spawnPositions.length)];
entity.x = position.x;
entity.y = position.y;
entity.spawnTime = entity.spawnTime || Math.random() * 2000 + 2000;
}
var background = game.addChild(new Background());
var timerTxt = new Text2('0', {
size: 100,
fill: 0xFFFFFF
});
timerTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(timerTxt);
var elapsedTime = 0;
var timerInterval = LK.setInterval(function () {
if (!gamestart) {
return;
} // Ensure timer only updates when gamestart is true
elapsedTime++;
var minutes = Math.floor(elapsedTime / 60); // Calculate minutes
var seconds = elapsedTime % 60; // Calculate remaining seconds
var timeString = minutes > 0 ? minutes + "m " + seconds + "s" : seconds + "s"; // Format time string
timerTxt.setText(timeString);
}, 1000);
var player = game.addChild(new Player());
player.x = 2048 / 2; // Center the player on the x-axis
player.y = 2732 / 2; // Center the player on the y-axis
game.up = function (x, y, obj) {
player.scaleX = 1;
player.scaleY = 1;
};
game.down = function (x, y, obj) {
player.scaleX = 0.5;
player.scaleY = 0.5;
};
// Create a list to store EnemyArrow instances
var enemyArrows = [];
function spawnEnemy(type, interval, levelCheck, enemyArray, enemyClass) {
return LK.setInterval(function () {
if (!gamestart || !levelCheck()) {
return;
}
var newEnemy = game.addChild(new enemyClass());
enemyArray.push(newEnemy);
LK.setTimeout(function () {
if (enemyArray.includes(newEnemy)) {
newEnemy.destroy();
enemyArray.splice(enemyArray.indexOf(newEnemy), 1);
}
}, 20000);
}, interval);
}
var enemySaw = [];
var enemyStars = []; // New array to store EnemyStar instances
var enemyArrowInterval = spawnEnemy('arrow', Math.random() * 275 + 500, function () {
// Reduced interval time
return levelID === 0 || levelID === 1;
}, enemyArrows, EnemyArrow);
var enemySawInterval = spawnEnemy('saw', 1000, function () {
// Reduced interval to double spawn rate
return levelID === 0 || levelID === 2;
}, enemySaw, EnemySaw);
var enemyStarInterval = spawnEnemy('star', 1500, function () {
// New interval for EnemyStar
return levelID === 0 || levelID === 3; // Check for 'star' level
}, enemyStars, EnemyStar);
var lifeIcons = [];
for (var i = 0; i < lifeQuantity; i++) {
var lifeIcon = game.addChild(new Life());
lifeIcon.x = 2048 / 2 - 600 + i * 160; // Position each life icon to the right of the previous one
lifeIcon.y = 100; // Align vertically with the timer
lifeIcons.push(lifeIcon);
}
// Function to update life icons when life decreases
function updateLifeIcons() {
for (var i = 0; i < lifeIcons.length; i++) {
if (i < lifeQuantity) {
lifeIcons[i].visible = true;
} else {
lifeIcons[i].visible = false;
}
}
}
var energy = game.addChild(new Energy());
energy.x = 2048 / 2 + 600; // Position energy to the right of the timer
energy.y = 100; // Align vertically with the timer
var energyText = new Text2(energyQuantity + '%', {
size: 80,
fill: 0xFFFFFF
});
energyText.anchor.set(1, 0.5); // Anchor to the right center
energyText.x = energy.x - 100; // Position to the left of energy
energyText.y = energy.y;
game.addChild(energyText);
var rangerlimited = game.addChild(new RangedLimiter());
rangerlimited.x = 2048 / 2; // Center the RangedLimiter on the x-axis
rangerlimited.y = 2732 / 2; // Center the RangedLimiter on the y-axis
// Create an initial menu
var menuContainer = new Container();
/*
* Menu inicial
*/
var menuBackground = LK.getAsset('BackgroundMenu', {
anchorX: 0.5,
anchorY: 0.5
});
menuBackground.x = 2048 / 2;
menuBackground.y = 2732 / 2;
menuContainer.addChild(menuBackground);
// Add a title to the menu
var title = new TextElement('Game Title', 150, 0xFFFFFF, "'Press Start 2P', cursive", 2048 / 2, 500);
menuContainer.addChild(title);
// Create buttons
var startButton = new Button('Game Start', 2048 / 2, 1000, function (x, y, obj) {
menuContainer.visible = false; // Hide the menu
showSelectLevelPage(); // Redirect to 'select level' page
});
menuContainer.addChild(startButton);
var recordButton = new Button('Record', 2048 / 2, 1300, function (x, y, obj) {
var tempMessage = new Text2('Option not yet implemented due to engine errors', {
size: 40,
fill: 0xFF0000,
font: "'Press Start 2P', cursive"
});
tempMessage.anchor.set(0.5, 0.5);
tempMessage.x = 2048 / 2;
tempMessage.y = 2732 - 300; // Position at the bottom of the screen
game.addChild(tempMessage);
LK.setTimeout(function () {
game.removeChild(tempMessage);
}, 3000);
});
menuContainer.addChild(recordButton);
var howToPlayButton = new Button('How to Play', 2048 / 2, 1600, function (x, y, obj) {
// Add logic for how to play button
});
menuContainer.addChild(howToPlayButton);
var creditsButton = new Button('Credits', 2048 / 2, 1900, function (x, y, obj) {
showCreditsPage();
});
menuContainer.addChild(creditsButton);
function showCreditsPage() {
// Create a new container for the credits page
var creditsContainer = new Container();
// Add the credits background
var creditsBackground = LK.getAsset('Credits', {
anchorX: 0.5,
anchorY: 0.5
});
creditsBackground.x = 2048 / 2;
creditsBackground.y = 2732 / 2;
creditsContainer.addChild(creditsBackground);
// Add event listener to hide credits page on touch
creditsBackground.down = function (x, y, obj) {
creditsContainer.visible = false; // Hide the credits page
menuContainer.visible = true; // Show the main menu
};
// Add the credits page to the game
game.addChild(creditsContainer);
}
game.addChild(menuContainer);
;
// Function to display the records page
function showRecordsPage() {
// Create a new container for the records page
var recordsContainer = new Container();
// Add a black background to the records page
var recordsBackground = LK.getAsset('BackgroundMenu', {
anchorX: 0.5,
anchorY: 0.5
});
recordsBackground.x = 2048 / 2;
recordsBackground.y = 2732 / 2;
recordsContainer.addChild(recordsBackground);
// Add a title to the records page
var recordsTitle = new TextElement('Records', 150, 0xFFFFFF, "'Press Start 2P', cursive", 2048 / 2, 500);
recordsContainer.addChild(recordsTitle);
var backButtonAsset = LK.getAsset('Buttom', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
backButtonAsset.x = 2048 / 2;
backButtonAsset.y = 2300;
recordsContainer.addChild(backButtonAsset);
var backButton = new Text2('Back', {
size: 100,
fill: 0xFFFFFF,
font: "'Press Start 2P', cursive"
});
backButton.anchor.set(0.5, 0.5);
backButton.x = 2048 / 2;
backButton.y = 2400;
recordsContainer.addChild(backButton);
// Add event listener to 'Back' button
backButtonAsset.down = function (x, y, obj) {
recordsContainer.visible = false; // Hide the records page
menuContainer.visible = true; // Show the main menu
};
// Add the records page to the game
game.addChild(recordsContainer);
} ===================================================================
--- original.js
+++ change.js
@@ -151,13 +151,13 @@
});
var PathVisualizer = Container.expand(function (startX, startY, endX, endY) {
var self = Container.call(this);
var pathGraphics = LK.getAsset('line', {
- anchorX: 0.5,
+ anchorX: 0.0,
anchorY: 0.5
});
- pathGraphics.width = Math.sqrt(Math.pow(endX - startX, 2) + Math.pow(endY - startY, 2));
- pathGraphics.height = 2; // Set the height to represent line thickness
+ pathGraphics.scaleX = Math.sqrt(Math.pow(endX - startX, 2) + Math.pow(endY - startY, 2)) / pathGraphics.width;
+ pathGraphics.scaleY = 0.02; // Set the scale to represent line thickness
pathGraphics.rotation = Math.atan2(endY - startY, endX - startX);
pathGraphics.x = startX;
pathGraphics.y = startY;
self.addChild(pathGraphics);